Talk:Barbarian: Difference between revisions

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clarify intensification bonus hit points language -


* get rid of fury
feats/rage powers for an urban barbar
* maximum number of rage powers a barbarian can activate each round is 2, going up by 1 at 11th, 21st and 31st levels (to a max of 5/round at 31st lvl).
** for each time you get attacked, or provoke an attack, since the end of your last turn, you can activate 1 rage power, up to your max
** attacks from roles count as 2 attacks
** failing to get attacked means you can't activate rage powers


* get rid of intensifications
1: Exotic Weapon Proficiency: Flambard
** with the cap on how many rage powers you can activate per turn, we can return to picking a rage power every 2 levels (plus 1 at 1st lvl, for a max of 18).
3: Improved Combat Maneuvers
5: Toughness
7: Quaff
9: Weapon Focus: Flambard
11: Quick Combat Maneuvers
13: Reverse Feint
15: Vice grip
17: Iron Grip
19: Next!
21: Epic Toughness
23: Power Attack
25: Damage Reduction
27: Mass Combat Maneuvers
29: Ruinous Rage
31: Furious Finish
33: Damage Reduction
35: Damage Reduction


* need to review to-hits -- currently a high BAB class with 2 stats (better than fighter for to-hits at this point) + some rage powers add to-hits
the three DR feats could be swapped for endurance, diehard, and fast healer, which combines nice with a sippy cup jacket and some ambergold...hrrrm.
** definitely don't want to grant a to-hit bonus from threatening enemies, unless that's a rage power (and even then...?)
conversely, the three DR feats can be swapped out for improved critical, epic critical, and weapon focus for a damage boost... lotsa options


* need to reduce damage -- cap on rage powers should help
Test Rage Powers, Urban Edition


* should we also reduce bonus hit points from rage? Should we reduce DR? If class is going to be as damaging as a rogue, it needs to be as squishy as a rogue.
  Practiced Rage power: 0) [[Savage Intuition (Rage Power)|Savage Intuition]]
Rage power 1 1) [[Bloodthirst (Rage Power)|Bloodthirst]]
Rage power 2 4) [[Berserker (Rage Power)|Berserker]]
Rage power 3 6) [[Bloody Wrath (Rage Power)|Bloody Wrath]]
Rage power 4 9) [[Come and Get Me (Rage Power)|Come and Get Me]]
Rage power 5 11) [[Elbow Strike (Rage Power)|Elbow Strike]]
Rage power 6 14) [[Final Stand (Rage Power)|Final Stand]]
Rage power 7 16) [[Relentless (Rage Power)|Relentless]]
Rage power 8 19) [[Smasher (Rage Power)|Smasher]]
Rage power 9 21) [[The Gods Look Away (Rage Power)|The Gods Look Away]]
Rage power 10 24) [[Battle Madness (Rage Power)|Battle Madness]]
Rage power 11 26) [[Epic Fixation (Rage Power)|Epic Fixation]]
Rage power 12 29) [[Defy Death (Rage Power)|Defy Death]]
Rage power 13 31) [[Deadly Accuracy (Rage Power)|Deadly Accuracy]]
Rage power 14 34) [[Vicious Slice (Rage Power)|Vicious Slice]]


* need to replace level 31 power, "Welling Rage", as it's a fury generator.
  Note: This build is set up to do a Sunder every round and use a size Large Flambard.
 
===previous conversation===
  Ok, simplification ideas: If we drop the Fury mechanism completely, we could re-write the rage powers to scale in different ways, and allow barbarians to activate any ones they want up to 3 each round?  Leave the progression of the class alone.
 
How to bribe barbarians to be aggressive if they don't get Fury?  Give them a bonus hit point for every enemy they are threatened by during their round, once per round.  Give them a second bonus hit point for every attack of opportunity they provoke.
 
would this work like fast healing? basically a regen that works only based on being threatened or provoking AOO's?
 
Would these bonus hit points replace the bonus hit points for raging? And the number you get per "threatened/provoked" increases with Greater Rage, etc.?
 
definitely "no" on "threatened by during their round". That would be stupid easy to max out. How about "threatened by at the start of their turn" instead? Combined with "for every AOO provoked", which is fine.
 
Make intensifications a flat set of class features they 'just get'.  No choosing each round.
 
Ironically, intensifications were the one thing I was thinking was a nice bit of choice-making each round... But if they're still forced to track how many times someone attacks them, and choose rage powers to activate, I'd have to agree that they should get dumbed-down.  I'm not cool with them "just getting" them, though. They're '''really''' good at the top end.  My proposal was that rage powers would be the things they "just get", though, and I can see how that's basically the same problem.
 
This takes them from tracking Fury, Rage Powers, and Intensifications each round to only choosing one to three Rage powers each round and adding bonus hit points.  Better?  Worse?  Same? 
 
I think even 3 rage powers is probably still too busy, if you're also tracking bonus hit points off provokes/threatens. 
 
Maybe 1 rage power per round, but 2 if you take damage greater than double your level (total) since end of your last turn?
 
 
 
===Intensifications===
* 4th lvl:
** +2 fury
** +1d6 damage to all attacks you make this round
* 8th lvl:
** +2 fury
** +1d6 damage to all attacks you make this round
** +10 move
* 12th lvl:
** +2 fury
** +2d6 damage to all attacks you make this round
** +10 move
* 16th lvl:
** +2 fury
** +2d6 damage to all attacks you make this round
** +10 move
** Bonus melee attack if you don't make a full attack
* 20th Lvl:
** +3 fury
** +3d6 damage to all attacks you make this round
** +10 move
** Bonus melee attack if you don't make a full attack
* 24th lvl:
** +3 fury
** +3d6 damage to all attacks you make this round
** +20 move
** Bonus melee attack if you don't make a full attack
* 26th lvl:
** +3 fury
** +3d6 damage to all attacks you make this round
** +20 move
** Bonus melee attack if you don't make a full attack
** Degrade status condition 1 step
* 28th lvl:
** +4 fury
** +4d6 damage to all attacks you make this round
** +20 move
** Bonus melee attack if you don't make a full attack
** Degrade status condition 1 step
* 30th lvl:
** +4 fury
** +4d6 damage to all attacks you make this round
** +20 move
** Bonus melee attack if you don't make a full attack
** Degrade status condition 1 step
** Inflict Bloodied on the first creature you hit this round (no roles, not usable on action point)
* 32nd lvl:
** +4 fury
** +4d6 damage to all attacks you make this round
** +30 move
** Bonus melee attack if you don't make a full attack
** Degrade status condition 1 step
** Inflict Bloodied on the first creature you hit this round (no roles, not usable on action point)
* 34th lvl:
** +4 fury
** +5d6 damage to all attacks you make this round
** +30 move
** Bonus melee attack if you don't make a full attack
** Degrade status condition 1 step
** Inflict Bloodied on the first creature you hit this round (no roles, not usable on action point)
 
===Mien Instincts===
* feral: Tantrum - counted as 8 lvls higher for purposes of calculating base weapon damage, max of x6 instead of x5.
* feral: Stalker - full speed stealth; once per encounter, you can re-initiate stealth in the same round you broke it, without taking the -20 penalty.
 
* primal: Abide the Storm -  1 element at 1, 2 at 10, all at 20, absorb at 30
* primal: earth's tender grasp - reduce falls; add forced move reduction w/level progression of 1, 2, 3 and 4
 
* superstition: Haunt Slayer - ghost touch with all attacks, and bonus fury each round vs undead
* superstition: Superstition - bonus to saves vs spell, spell-like and supernatural effects (scale with level); must save against all spells while raging
 
* urban: Gang Leader - while raging, grant allies within 10 feet a +1 to hit, +2 to damage (rage bonus). Damage scales with level, to-hit bonus much less so.
* urban: Battle Madness - for each ally within 10 feet of you at the start of your turn, you gain a cumulative +1 to hit and +2 to damage.
 
===feat candidates:===
* Trap Sense
* Big Brass Ones
* Nocturnal Predator
* Worldly
* Prone Fighting (everyone?)
* (epic) Prodigious Strength (everyone?; add min strength 24 req.)
 
===get rid of:===
*In The Thick Of It
*A Few Tricks
 
===Add:===
* armor ripper - each time you hit an enemy, reduce its AC by 1 (per hit) until start of your enxt turn.
 
== Barbarian Example Build ==
(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)
 
 
Human, base stats: Str 16, Dex 13, Con 20, int 10, Wis 10, Chr 8.
 
Example Feats
 
1st  Level: Toughness, Weapon Focus:Great Axe. The best axe there is combined with more hit points than God. (35 hitpoints at first level!)
 
3rd  Level: Power Attack.   Oh man, you hit like an anvil!
 
5th  Level: Cleave.   You're fast on your feet, find clusters of bad guys and cleave them.
 
7th  Level: Combat Reflexes. You're going to be in the thick of things, and your attacks of opportunity are huge.  Get more of them!
     
9th  Level: Extra Rage power:DR . Be tougher!
 
11th Level: Extra Rage power:DR . Be Even TOUGHER!
 
13th Level: Extra Rage power:DR . HELL YEAH.
 
15th Level: Dodge. Some more armor class.
 
17th Level: Mobility. Let's you wander around the battlefield.
 
19th Level: Great Cleave. Cleave, and then CLEAVE SOME MORE.
 
 
Example Rage powers
 
2nd Level:  Scent.  You can smell the fear on'em.
 
4th Level:  Renewed Vigor.  You shake off some damage.
 
6th Level:  Regenerative Vigor.  You become even tougher to stop.
 
8th Level:  Renewed Life.  Ignore that pesky life drain crap.
 
10th Level: Renewed Vitality.  Ability Damage?  YOU LAUGH.
 
12th Level: Come and Get Me. Ahh, here it is.  THIS is why you've taken all those defensive abilities all this time.
 
14th Level: Unexpected Strike. Moar damage!  Only once a rage, but hey, it's good for when you want to put in a finisher.
 
16th Level: Flesh Wound. Getting a little low on hit points?  Pick a reasonably sized attack.  Make save.  IGNORE IT.
 
18th Level: Fearless Rage. Fear is for lesser killing machines than you, my friend.
 
20th Level: Good For What Ails You.  Drink booze, reroll some saving throws.
 
 
This build is a high toughness, moderate defense Barbarian.  He'll be doing more than okay damage, but the maxed-out DR and defensive feats means he'll be in the fight a good long time.

Latest revision as of 15:45, 27 December 2020

feats/rage powers for an urban barbar
1: Exotic Weapon Proficiency: Flambard
3: Improved Combat Maneuvers
5: Toughness
7: Quaff
9: Weapon Focus: Flambard
11: Quick Combat Maneuvers
13: Reverse Feint
15: Vice grip
17: Iron Grip
19: Next!
21: Epic Toughness
23: Power Attack
25: Damage Reduction
27: Mass Combat Maneuvers
29: Ruinous Rage
31: Furious Finish
33: Damage Reduction
35: Damage Reduction
the three DR feats could be swapped for endurance, diehard, and fast healer, which combines nice with a sippy cup jacket and some ambergold...hrrrm.
conversely, the three DR feats can be swapped out for improved critical, epic critical, and weapon focus for a damage boost...  lotsa options
Test Rage Powers, Urban Edition
Practiced Rage power:	0)	Savage Intuition
Rage power 1		1)	Bloodthirst
Rage power 2		4)	Berserker
Rage power 3		6)	Bloody Wrath
Rage power 4		9)	Come and Get Me
Rage power 5		11)	Elbow Strike
Rage power 6		14)	Final Stand
Rage power 7		16)	Relentless
Rage power 8		19)	Smasher
Rage power 9		21)	The Gods Look Away
Rage power 10		24)	Battle Madness
Rage power 11		26)	Epic Fixation
Rage power 12		29)	Defy Death
Rage power 13		31)	Deadly Accuracy
Rage power 14		34)	Vicious Slice
Note: This build is set up to do a Sunder every round and use a size Large Flambard.